public ParticleSampleGame()
        {
            graphics = new GraphicsDeviceManager(this);

#if WINDOWS_PHONE
            graphics.IsFullScreen = true;

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
#endif

            Content.RootDirectory = "Content";

            // create the particle systems and add them to the components list.
            // we should never see more than one explosion at once
            explosion = new ExplosionParticleSystem(this, 1);
            Components.Add(explosion);

            // but the smoke from the explosion lingers a while.
            smoke = new ExplosionSmokeParticleSystem(this, 2);
            Components.Add(smoke);

            // we'll see lots of these effects at once; this is ok
            // because they have a fairly small number of particles per effect.
            smokePlume = new SmokePlumeParticleSystem(this, 9);
            Components.Add(smokePlume);

            // enable the tap gesture for changing particle effects
            TouchPanel.EnabledGestures = GestureType.Tap;
        }
        public ParticleSampleGame()
        {
            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth  = 320;
            graphics.PreferredBackBufferHeight = 480;

            Content.RootDirectory = "Content";

            // create the particle systems and add them to the components list.
            // we should never see more than one explosion at once
            explosion = new ExplosionParticleSystem(this, 1);
            Components.Add(explosion);

            // but the smoke from the explosion lingers a while.
            smoke = new ExplosionSmokeParticleSystem(this, 2);
            Components.Add(smoke);

            // we'll see lots of these effects at once; this is ok
            // because they have a fairly small number of particles per effect.
            smokePlume = new SmokePlumeParticleSystem(this, 9);
            Components.Add(smokePlume);
        }
예제 #3
0
        public ParticleSampleGame()
        {
            graphics = new GraphicsDeviceManager(this);

            Content.RootDirectory = "Content";

            // create the particle systems and add them to the components list.
            // we should never see more than one explosion at once
            explosion = new ExplosionParticleSystem(this, 1);
            Components.Add(explosion);

            // but the smoke from the explosion lingers a while.
            smoke = new ExplosionSmokeParticleSystem(this, 2);
            Components.Add(smoke);

            // we'll see lots of these effects at once; this is ok
            // because they have a fairly small number of particles per effect.
            smokePlume = new SmokePlumeParticleSystem(this, 9);
            Components.Add(smokePlume);

            // enable the tap gesture for changing particle effects
            TouchPanel.EnabledGestures = GestureType.Tap;
        }
예제 #4
0
        public ParticleSampleGame()
        {
            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = 320;
            graphics.PreferredBackBufferHeight = 480;

            Content.RootDirectory = "Content";

            // create the particle systems and add them to the components list.
            // we should never see more than one explosion at once
            explosion = new ExplosionParticleSystem(this, 1);
            Components.Add(explosion);

            // but the smoke from the explosion lingers a while.
            smoke = new ExplosionSmokeParticleSystem(this, 2);
            Components.Add(smoke);

            // we'll see lots of these effects at once; this is ok
            // because they have a fairly small number of particles per effect.
            smokePlume = new SmokePlumeParticleSystem(this, 9);
            Components.Add(smokePlume);
        }
예제 #5
0
        public ParticleSampleGame()
        {
            graphics = new GraphicsDeviceManager(this);

#if WINDOWS_PHONE
			graphics.IsFullScreen = true;

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
#endif

            Content.RootDirectory = "Content";

            // create the particle systems and add them to the components list.
            // we should never see more than one explosion at once
            explosion = new ExplosionParticleSystem(this, 1);
            Components.Add(explosion);

            // but the smoke from the explosion lingers a while.
            smoke = new ExplosionSmokeParticleSystem(this, 2);
            Components.Add(smoke);

            // we'll see lots of these effects at once; this is ok
            // because they have a fairly small number of particles per effect.
            smokePlume = new SmokePlumeParticleSystem(this, 9);
            Components.Add(smokePlume);

			// enable the tap gesture for changing particle effects
			TouchPanel.EnabledGestures = GestureType.Tap;
        }